As of November 2026, our top token commander is Chatterfang, Squirrel General, the most-played of the fifteen below: if one or more tokens would be created under your control, that many 1/1 green Squirrel tokens are created as well, and that includes Treasure, Food and Clue tokens. For three mana, every token maker in your deck makes Squirrels too.
What a token deck is
A token deck is a community name for a Commander deck that makes many tokens and wins with them, either by attacking with a wide board (players call that going wide) or by feeding them to an engine. The token itself is a rules object: rule 111.1 calls it "a marker used to represent any permanent that isn't represented by a card." The player who creates a token owns it, and it enters under that player's control (rule 111.2). It's affected like any other permanent, but it isn't a card (rule 111.6).
That last point shapes the deck. A token that leaves the battlefield ceases to exist (rule 111.7) and can't come back (rule 111.8), so returning one to its owner's hand removes it for good, and one board wipe takes the whole army. The upside is that every effect that creates tokens can be multiplied, which is what token doublers and most of the commanders below do.
The best token commanders
1. Chatterfang, Squirrel General
Chatterfang, Squirrel General, {2}{G}, is a 3/3 with forestwalk and a black and green colour identity. If one or more tokens would be created under your control, that many 1/1 green Squirrel tokens are created as well, so a Treasure arrives with a Squirrel. For {B} and X sacrificed Squirrels, target creature gets +X/-X until end of turn, which shrinks a blocker or finishes one off. It suits players who want every token card to count twice.
2. Gimbal, Gremlin Prodigy
Gimbal, Gremlin Prodigy, {2}{G}{U}{R}, is a 4/4 that gives your artifact creatures trample. At the beginning of your end step, it creates a 0/0 red Gremlin artifact creature token and puts X +1/+1 counters on it, X being the number of differently named artifact tokens you control. With a Treasure, a Food and a Clue beside it, the new Gremlin is a 4/4, because it counts itself. It leads Tinker Time, for players who like variety.
3. Kambal, Profiteering Mayor
Kambal, Profiteering Mayor, {1}{W}{B}, is a 2/4 that taxes everyone else's tokens. Whenever one or more tokens your opponents control enter, you create a tapped copy of each of them, once each turn. Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life, and the copies you just made trigger that as well. It suits white-black players at tables full of Treasure.
4. Hazel of the Rootbloom
Hazel of the Rootbloom, {2}{B}{G}, is a 3/5 that turns tokens into mana: tap Hazel, pay 2 life and tap X untapped tokens you control to add X mana in any combination of colours. Tokens that arrived this turn can be tapped for that cost. At the beginning of your end step, it creates a copy of target token you control, or two copies if that token is a Squirrel. It leads Squirreled Away, for players who want mana and bodies from one card.
5. Neyali, Suns' Vanguard
Neyali, Suns' Vanguard, {2}{R}{W}, is a 3/3 that gives your attacking tokens double strike. Whenever one or more tokens you control attack a player, you exile the top card of your library, and you may play that card during any turn in which you attacked with a token. The ability triggers once for each player you attack, so three players are three cards. It leads Rebellion Rising, for red-white players who attack every turn.
6. Azlask, the Swelling Scourge
Azlask, the Swelling Scourge, {3}, is a colourless 2/2 with a five-colour identity. Whenever Azlask or another colourless creature you control dies, you get an experience counter, and Eldrazi Spawn and Eldrazi Scion tokens are colourless creatures. For {W}{U}{B}{R}{G}, your creatures get +X/+X until end of turn, X being your experience counters, and your Scions and Spawns gain indestructible and annihilator 1. It suits players who sacrifice tokens for mana, then attack with the rest.
7. Zurgo Stormrender
Zurgo Stormrender, {R}{W}{B}, is a 3/3 with mobilize 1: whenever it attacks, it creates a tapped and attacking 1/1 red Warrior token that you sacrifice at the beginning of the next end step. Whenever a creature token you control leaves the battlefield, you draw a card if it was attacking; otherwise, each opponent loses 1 life. Every creature token pays you once on its way out. It leads Mardu Surge, for players who treat tokens as fuel.
8. Brudiclad, Telchor Engineer
Brudiclad, Telchor Engineer, {4}{U}{R}, is a 4/4 artifact creature that gives your creature tokens haste. At the beginning of combat on your turn, it creates a 2/1 blue Phyrexian Myr artifact creature token, then you may choose a token you control, and each other token you control becomes a copy of it. The change doesn't wear off, and it reaches your Treasures too. It suits blue-red players who want one great token and many copies of it.
9. Lucy MacLean, Positively Armed
Lucy MacLean, Positively Armed, {4}{W}, is a mono-white 3/5. Once each turn, whenever a token enters, you may have target player other than its controller create a copy of it, and you draw a card if an opponent created a token this way. You can take a copy of an opponent's best token for yourself, or hand an opponent a copy of yours and draw. It suits white players who like to make a deal.
Treasure and Food commanders
These six also made the top fifteen, but the tokens their decks lean on are Treasure and Food, artifact tokens you spend rather than attack with (rules 111.10a and 111.10b).
Vihaan, Goldwaker
Vihaan, Goldwaker, {R}{W}{B}, is a 3/3 that gives your other outlaws (Assassins, Mercenaries, Pirates, Rogues and Warlocks) vigilance and haste. At the beginning of combat on your turn, you may have your Treasures become 3/3 Construct Assassin artifact creatures in addition to their other types until end of turn. They keep their mana ability, and as Assassins they're outlaws, so they attack with haste. It suits players who want their mana to fight.
Vazi, Keen Negotiator
Vazi, Keen Negotiator, {2}{B}{R}{G}, is a 3/3 with haste. Tap it, and target opponent creates X Treasure tokens, X being the number of Treasure tokens you created this turn. Whenever an opponent casts a spell or activates an ability with mana from a Treasure, you put a +1/+1 counter on target creature, then draw a card. Your gifts come back as cards. It suits players who like making friends at the table.
Greta, Sweettooth Scourge
Greta, Sweettooth Scourge, {1}{B}{G}, is a 3/3 that creates a Food token when it enters. For {G} and a sacrificed Food, you put a +1/+1 counter on target creature, an ability you activate only as a sorcery; for {1}{B} and a sacrificed Food, you draw a card and lose 1 life. Any Food works, token or not. It suits black-green players who want each Food to be a card.
Smaug the Magnificent
Smaug the Magnificent, {2}{R}{R}, is a mono-red 4/3 Dragon with flying and haste that creates a Treasure token at the beginning of your upkeep. Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target. The hoard is worth more unspent, so each Treasure is a choice between mana now and damage every turn. It suits red players who count their gold.
Camellia, the Seedmiser
Camellia, the Seedmiser, {1}{B}{G}, is a 3/3 with menace that gives your other Squirrels menace. Whenever you sacrifice one or more Foods, it creates a 1/1 green Squirrel token. For {2} plus forage (exile three cards from your graveyard or sacrifice a Food, rule 701.61a), each other Squirrel you control gets a +1/+1 counter. It suits players who want Food and an army together.
Jolene, the Plunder Queen
Jolene, the Plunder Queen, {2}{R}{G}, is a 2/2. Whenever a player attacks one or more of your opponents, that attacking player creates a Treasure token, and if you would create one or more Treasure tokens, you create one more. Sacrifice five Treasures to put five +1/+1 counters on Jolene. It suits red-green players who want the whole table attacking someone else.
Frequently asked questions
Can a token be your commander?
No. A commander is a legendary card designated as the deck's commander (rule 903.3), and a token isn't a card (rule 111.6). A token that's a copy of your commander isn't a commander either: the designation is an attribute of the card itself, not a characteristic, so a copy doesn't get it (rule 903.3).
Do tokens count toward the 100 cards of a Commander deck?
No. A deck is exactly 100 cards, commander included (rule 903.5a), and tokens are never part of it. Count the cards that make them: how many creatures a Commander deck needs explains why a token maker fills a creature slot.
Do tokens trigger abilities when they die?
Yes. A creature token that's destroyed or sacrificed is put into a graveyard like any creature, which is what "dies" means (rule 700.4), so abilities that trigger on it do trigger. The token then ceases to exist the next time state-based actions are checked (rules 111.7 and 704.5d), so nothing can return it.
How do two token doublers work together?
Each one applies once (rule 614.5), and you choose the order (rule 616.1). Two effects that each double tokens turn one token into four. With Chatterfang and Jolene, apply Jolene's extra Treasure first: two Treasures, then two Squirrels with them, rather than two Treasures and one Squirrel.
Build your token deck
How many lands a Commander deck needs has a row for token decks, and our Treasure makers and Blood tokens lists cover two more token types. Each linked commander page shows its average deck, staples and synergies. Try a list in the deck builder demo, agree on a bracket with your table, then create a free account to keep it.
Sources
- Comprehensive Rules, effective September 25, 2026, rules 111.1, 111.2, 111.6, 111.7, 111.8, 111.10a, 111.10b, 614.5, 616.1, 700.4, 701.61a, 704.5d, 903.3 and 903.5a: https://magic.wizards.com/en/rules, read on November 9, 2026.
- Mana Grove card database, MTGJSON card text and rulings, read on November 9, 2026.
- The selection starts from public Commander decklists: how often each commander leads one and how far its decks lean into the theme; Chatterfang is first because it is the most-played of the fifteen; on the score alone, another commander ranks first. The rest follow the score.
